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DLPB_
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This tool is not for the exe, it is for game dialogue. I don't think he is supporting changing exe dialogue, but get a hex editor and do it yourself. It is easy to edit the game manually.
Guess you already know, since you added me to msnDo you have any means of contact?
I don't have time to try, but this doesn't sound safe. If the text length is altered then all the AI jumps would be off. If you increase it then you'd have to re-write all the headers for the enemy AI. If shorten it then you could fill the empty space with NULL value which would be considered as NOPs.The AI text is being done via a search for opcode 93. naturally if someone has added text to scenes, it won;t replace the correct text unless the person chooses to decode and then make sure the text file is altered ready for encoding properly, but other than that it is perfect. Download it and try.
Can you elaborate on that a little?Also.. apparently there is some unused "formation" data.
The relevant "Ex-SOLDIER" is in the ff7.exe. Look at Aerith's info. In the KERNEL.BIN her initial name is listed as "Aerith", but when you go to name her she defaults as "Aeris". That text only exists in ff7.exe. That's where initial names come from. You can change those names to anything and it wouldn't alter the names.tS edits ALL text in scene bin , kernel2.bin, world map, field, tutorial, and soon ff7.exe
Can you also confirm that "Ex-Soldier" is the only text in kernel.bin?
No, but Luksy canCan you elaborate on that a little?
The one the game uses is from the kernel is it not? I was sure the exe one was unused? There is a dupe in file 3 or 4 of kernel. When I edit the text inside wallmarket it changes in game. Surely you don't edit the exe? Ex Soldier never gets to a name screen.The relevant "Ex-SOLDIER" is in the ff7.exe.
I didn't explain myself to Dan properly, as you will certainly know each scene has 4 formation AI scripts and 3 enemy AI scripts; although the vanilla game does not use text in the formation scripts, it's technically possible to insert text, so I check formation AI too just in case.Can you elaborate on that a little?Also.. apparently there is some unused "formation" data.
That's right, it's used BEFORE the name screen. That's what I meant. I probably composed that sentence out of order. After you defeat the two guards Cloud gets named so you only see the text "Ex-SOLDIER" in that one battle. After that, the game takes the name "Cloud" from the exe and uses THAT name to use as the default text for the name screen. There are several repeats of the string "Cloud" in the exe. I'm not sure which one is used.Ex Soldier never gets to a name screen.
I don't really want to start bloating the files any further, my original idea was a simple text editor that anyone can use. The only place I have considered anything other than text is in the tutorials because it was trivial to dump the entire file to text including ops.Would be better if tS could edit the whole AI in the scene.bin because that way it'd be safer IMO.